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Collective Restraint
Collective Restraint
By thepelranthean
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | | 3.38 | 15 | |
| Fun | | 2.96 | 15 | |
| Innovation | | 3.61 | 15 | |
| Theme | | 2.69 | 15 | |
| Graphics | | 3.92 | 15 | |
| Humor | | 2.27 | 11 | |
| Mood | | 3.05 | 12 | |
Comments
aarimous
2020-10-05 01:14
Wow, this is awesome. I might need to check out unreal if you were able to do this in 48 hrs alone. I had some screen tearing, but I really like this game. Some audio would have been the icing on the cake, but still well done!! As you mentioned, would have been better with more lvls.
Very different mechanic. Good use of the Unreal graphic potential too. This game have potential although in 2 levels it didn't showwed it all.
@aarimous Unreal definitely gives you a leg up on making something pretty. Unfortunately, I'm not that practiced at it, so I'm slower than I should be implementing gameplay. Audio would have been an excellent addition; I'm never sure how much to prioritize it. I should probably re-evaluate my development process. Thanks for the feedback!
@doomerismo Thanks; Unreal definitely has graphic potential. That's what keeps me coming back to it. You're right though, the two levels don't really do the mechanic justice. Thanks anyways for trying it.
p0l4r
2020-10-05 13:51
Nice look! Good little vertical slice of your idea. I missed having some audio, and also i felt the movement was a bit slow. But all in all cool idea!
Pretty cool idea :) Though I have to agree with @p0l4r that I missed some audio.
@p0l4r and @sinusquell Sounds like audio is a must then. :smile: Thanks for the feedback!
This is a pretty solid proof of concept! If I had one complaint, it's that the rogue bots really don't pose any threat to the player, and that moving the bots can feel like a chore. Also, thank you for disabling SteamVR. It's been a little bit frustrating having it come online every time I open up a LD UE4 game :laughing:
If you were to expand on this idea, I would potentially experiment with a faster-paced take on the game. Add a mission time limit, increase the capturebots' move speed, and maybe use the Capture mechanic as a way to actually make use of the rogues' special abilities as a new bot. Building on that, you could have combat bots that pose a direct threat to the player but are immensely useful if captured, and there could be missions that require minimal manufacturer property damage or require that you entirely purge a certain type of robot using your hijacked combat droids.
Since you went out of your way to render an entire dome, I wonder if you could also have levels that put robots on catwalks or glass floors above you so that you can capture them by forming up right below them.
Just throwing some things at the wall at the end of the day. I wish there were some audio to go with the game, but I like the core mechanic you put together and definitely feel like it has potential.
The idea and mechanic is great but it was too short I think and I didn't understand what to do at first. good job :v: